<!DOCTYPE html>
<html class="x-admin-sm">
<head>
    <meta charset="UTF-8">
    <title>欢迎页面-X-admin2.2</title>
    <meta name="renderer" content="webkit">
    <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
    <meta name="viewport"
          content="width=device-width,user-scalable=yes, minimum-scale=0.4, initial-scale=0.8,target-densitydpi=low-dpi"/>
    <link rel="stylesheet" href="../static/css/font.css">
    <link rel="stylesheet" href="../static/css/xadmin.css">
    <script type="text/javascript" src="../static/lib/layui/layui.js" charset="utf-8"></script>
    <script type="text/javascript" src="../static/js/xadmin.js"></script>

    <!-- 让IE8/9支持媒体查询，从而兼容栅格 -->
    <!--[if lt IE 9]>
    <script src="https://cdn.staticfile.org/html5shiv/r29/html5.min.js"></script>
    <script src="https://cdn.staticfile.org/respond.js/1.4.2/respond.min.js"></script>
    <![endif]--></head>
<style>

    .layui-layer-iframe iframe {
        background-color: transparent;
    }
    .layui-layer-content{
        background-color: transparent;
    }
</style>

<body style="background-color: white">

<div class="layui-card-body" style="min-weight: 300px;">
    <div id="main" class="layui-col-sm12" style="width:500px;height: 250px;"></div>
</div>
</div>

<script src="https://cdn.jsdelivr.net/npm/echarts/dist/echarts.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/echarts-gl/dist/echarts-gl.min.js"></script>

<script>



    var app = {};

    var chartDom = document.getElementById('main');
    var myChart = echarts.init(chartDom);
    var option;

    var noise = getNoiseHelper();
    var xData = [];
    var yData = [];
    noise.seed(Math.random());
    function generateData(theta, min, max) {
        var data = [];
        for (var i = 0; i <= 200; i++) {
            for (var j = 0; j <= 100; j++) {
                // var x = (max - min) * i / 200 + min;
                // var y = (max - min) * j / 100 + min;
                data.push([i, j, noise.perlin2(i / 40, j / 20) + 0.5]);
                // data.push([i, j, normalDist(theta, x) * normalDist(theta, y)]);
            }
            xData.push(i);
        }
        for (var j = 0; j < 100; j++) {
            yData.push(j);
        }
        return data;
    }
    var data = generateData(2, -5, 5);

    option = {
        tooltip: {

        },
        grid: {
            right: 140,
            left: 40
        },
        xAxis: {
            type: 'category',
            data: xData
        },
        yAxis: {
            type: 'category',
            data: yData
        },
        visualMap: {
            type: 'piecewise',
            min: 0,
            max: 1,
            left: 'right',
            top: 'center',
            calculable: true,
            realtime: false,
            splitNumber: 8,

            inRange: {
                color: ['#313695', '#4575b4', '#74add1', '#abd9e9', '#e0f3f8', '#ffffbf', '#fee090', '#fdae61', '#f46d43', '#d73027', '#a50026']
            }
        },
        series: [{
            name: 'Gaussian',
            type: 'heatmap',
            data: data,
            emphasis: {
                itemStyle: {
                    borderColor: '#333',
                    borderWidth: 1
                }
            },
            progressive: 1000,
            animation: false
        }]
    };



    ///////////////////////////////////////////////////////////////////////////
    // Simplex and perlin noise helper from https://github.com/josephg/noisejs  下面的东西这几复杂计算，和显示没有丝毫关系
    ///////////////////////////////////////////////////////////////////////////
    function getNoiseHelper(global) {

        var module = {};

        function Grad(x, y, z) {
            this.x = x; this.y = y; this.z = z;
        }

        Grad.prototype.dot2 = function(x, y) {
            return this.x*x + this.y*y;
        };

        Grad.prototype.dot3 = function(x, y, z) {
            return this.x*x + this.y*y + this.z*z;
        };

        var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
            new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
            new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];

        var p = [151,160,137,91,90,15,
            131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
            190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
            88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
            77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
            102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
            135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
            5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
            223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
            129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
            251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
            49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
            138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
        // To remove the need for index wrapping, double the permutation table length
        var perm = new Array(512);
        var gradP = new Array(512);

        // This isn't a very good seeding function, but it works ok. It supports 2^16
        // different seed values. Write something better if you need more seeds.
        module.seed = function(seed) {
            if(seed > 0 && seed < 1) {
                // Scale the seed out
                seed *= 65536;
            }

            seed = Math.floor(seed);
            if(seed < 256) {
                seed |= seed << 8;
            }

            for(var i = 0; i < 256; i++) {
                var v;
                if (i & 1) {
                    v = p[i] ^ (seed & 255);
                } else {
                    v = p[i] ^ ((seed>>8) & 255);
                }

                perm[i] = perm[i + 256] = v;
                gradP[i] = gradP[i + 256] = grad3[v % 12];
            }
        };

        module.seed(0);

        /*
        for(var i=0; i<256; i++) {
          perm[i] = perm[i + 256] = p[i];
          gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
        }*/

        // Skewing and unskewing factors for 2, 3, and 4 dimensions
        var F2 = 0.5*(Math.sqrt(3)-1);
        var G2 = (3-Math.sqrt(3))/6;

        var F3 = 1/3;
        var G3 = 1/6;

        // 2D simplex noise
        module.simplex2 = function(xin, yin) {
            var n0, n1, n2; // Noise contributions from the three corners
            // Skew the input space to determine which simplex cell we're in
            var s = (xin+yin)*F2; // Hairy factor for 2D
            var i = Math.floor(xin+s);
            var j = Math.floor(yin+s);
            var t = (i+j)*G2;
            var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
            var y0 = yin-j+t;
            // For the 2D case, the simplex shape is an equilateral triangle.
            // Determine which simplex we are in.
            var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
            if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
                i1=1; j1=0;
            } else {    // upper triangle, YX order: (0,0)->(0,1)->(1,1)
                i1=0; j1=1;
            }
            // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
            // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
            // c = (3-sqrt(3))/6
            var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
            var y1 = y0 - j1 + G2;
            var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
            var y2 = y0 - 1 + 2 * G2;
            // Work out the hashed gradient indices of the three simplex corners
            i &= 255;
            j &= 255;
            var gi0 = gradP[i+perm[j]];
            var gi1 = gradP[i+i1+perm[j+j1]];
            var gi2 = gradP[i+1+perm[j+1]];
            // Calculate the contribution from the three corners
            var t0 = 0.5 - x0*x0-y0*y0;
            if(t0<0) {
                n0 = 0;
            } else {
                t0 *= t0;
                n0 = t0 * t0 * gi0.dot2(x0, y0);  // (x,y) of grad3 used for 2D gradient
            }
            var t1 = 0.5 - x1*x1-y1*y1;
            if(t1<0) {
                n1 = 0;
            } else {
                t1 *= t1;
                n1 = t1 * t1 * gi1.dot2(x1, y1);
            }
            var t2 = 0.5 - x2*x2-y2*y2;
            if(t2<0) {
                n2 = 0;
            } else {
                t2 *= t2;
                n2 = t2 * t2 * gi2.dot2(x2, y2);
            }
            // Add contributions from each corner to get the final noise value.
            // The result is scaled to return values in the interval [-1,1].
            return 70 * (n0 + n1 + n2);
        };

        // 3D simplex noise
        module.simplex3 = function(xin, yin, zin) {
            var n0, n1, n2, n3; // Noise contributions from the four corners

            // Skew the input space to determine which simplex cell we're in
            var s = (xin+yin+zin)*F3; // Hairy factor for 2D
            var i = Math.floor(xin+s);
            var j = Math.floor(yin+s);
            var k = Math.floor(zin+s);

            var t = (i+j+k)*G3;
            var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
            var y0 = yin-j+t;
            var z0 = zin-k+t;

            // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
            // Determine which simplex we are in.
            var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
            var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
            if(x0 >= y0) {
                if(y0 >= z0)      { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
                else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
                else              { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
            } else {
                if(y0 < z0)      { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
                else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
                else             { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
            }
            // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
            // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
            // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
            // c = 1/6.
            var x1 = x0 - i1 + G3; // Offsets for second corner
            var y1 = y0 - j1 + G3;
            var z1 = z0 - k1 + G3;

            var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
            var y2 = y0 - j2 + 2 * G3;
            var z2 = z0 - k2 + 2 * G3;

            var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
            var y3 = y0 - 1 + 3 * G3;
            var z3 = z0 - 1 + 3 * G3;

            // Work out the hashed gradient indices of the four simplex corners
            i &= 255;
            j &= 255;
            k &= 255;
            var gi0 = gradP[i+   perm[j+   perm[k   ]]];
            var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]];
            var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]];
            var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]];

            // Calculate the contribution from the four corners
            var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
            if(t0<0) {
                n0 = 0;
            } else {
                t0 *= t0;
                n0 = t0 * t0 * gi0.dot3(x0, y0, z0);  // (x,y) of grad3 used for 2D gradient
            }
            var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
            if(t1<0) {
                n1 = 0;
            } else {
                t1 *= t1;
                n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
            }
            var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
            if(t2<0) {
                n2 = 0;
            } else {
                t2 *= t2;
                n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
            }
            var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
            if(t3<0) {
                n3 = 0;
            } else {
                t3 *= t3;
                n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
            }
            // Add contributions from each corner to get the final noise value.
            // The result is scaled to return values in the interval [-1,1].
            return 32 * (n0 + n1 + n2 + n3);

        };

        // ##### Perlin noise stuff

        function fade(t) {
            return t*t*t*(t*(t*6-15)+10);
        }

        function lerp(a, b, t) {
            return (1-t)*a + t*b;
        }

        // 2D   Noise
        module.perlin2 = function(x, y) {
            // Find unit grid cell containing point
            var X = Math.floor(x), Y = Math.floor(y);
            // Get relative xy coordinates of point within that cell
            x = x - X; y = y - Y;
            // Wrap the integer cells at 255 (smaller integer period can be introduced here)
            X = X & 255; Y = Y & 255;

            // Calculate noise contributions from each of the four corners
            var n00 = gradP[X+perm[Y]].dot2(x, y);
            var n01 = gradP[X+perm[Y+1]].dot2(x, y-1);
            var n10 = gradP[X+1+perm[Y]].dot2(x-1, y);
            var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1);

            // Compute the fade curve value for x
            var u = fade(x);

            // Interpolate the four results
            return lerp(
                lerp(n00, n10, u),
                lerp(n01, n11, u),
                fade(y));
        };

        // 3D Perlin Noise
        module.perlin3 = function(x, y, z) {
            // Find unit grid cell containing point
            var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
            // Get relative xyz coordinates of point within that cell
            x = x - X; y = y - Y; z = z - Z;
            // Wrap the integer cells at 255 (smaller integer period can be introduced here)
            X = X & 255; Y = Y & 255; Z = Z & 255;

            // Calculate noise contributions from each of the eight corners
            var n000 = gradP[X+  perm[Y+  perm[Z  ]]].dot3(x,   y,     z);
            var n001 = gradP[X+  perm[Y+  perm[Z+1]]].dot3(x,   y,   z-1);
            var n010 = gradP[X+  perm[Y+1+perm[Z  ]]].dot3(x,   y-1,   z);
            var n011 = gradP[X+  perm[Y+1+perm[Z+1]]].dot3(x,   y-1, z-1);
            var n100 = gradP[X+1+perm[Y+  perm[Z  ]]].dot3(x-1,   y,   z);
            var n101 = gradP[X+1+perm[Y+  perm[Z+1]]].dot3(x-1,   y, z-1);
            var n110 = gradP[X+1+perm[Y+1+perm[Z  ]]].dot3(x-1, y-1,   z);
            var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1);

            // Compute the fade curve value for x, y, z
            var u = fade(x);
            var v = fade(y);
            var w = fade(z);

            // Interpolate
            return lerp(
                lerp(
                    lerp(n000, n100, u),
                    lerp(n001, n101, u), w),
                lerp(
                    lerp(n010, n110, u),
                    lerp(n011, n111, u), w),
                v);
        };


        return module;
    }

    option && myChart.setOption(option);

</script>
<script>var _hmt = _hmt || [];
(function () {
    var hm = document.createElement("script");
    hm.src = "https://hm.baidu.com/hm.js?b393d153aeb26b46e9431fabaf0f6190";
    var s = document.getElementsByTagName("script")[0];
    s.parentNode.insertBefore(hm, s);
})();</script>
</body>

</html>